Abilities
Character Creation Step 1 - Assign initial Modifiers
Assign the modifiers
[+1, 0, 0, -1, -1, -1]
in any order you want across the six Abilities: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA)
Your character is composed of six core attributes called Abilities. These are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Each Ability is represented by a single number called an Ability Modifier (e.g. Strength Modifier). As your character Levels up, your Ability Modifiers will increase, making your character more powerful over time.
Strength (STR)
Strength is your character's physical might. Strength is primarily important for Fighters or anyone else who will participate in a lot of melee combat.
Strength affects:
- Bonus to Hit and Damage with Melee Weapons
- Bonus to Damage with Throwing Weapons
- Effectiveness of Shields (Evasion)
- Total Carrying Capacity
- Skills - Athletics, Swimming
Dexterity (DEX)
Dexterity is your character's hand-to-eye coordination and agility. Dexterity is important for Fighters who primarily engage in ranged combat as well as Rogues who employ finesse skills.
Dexterity affects:
- Bonus to Hit with Ranged Weapons
- Reflex Save Throws - used to avoid harm from things like falls, traps, and explosions
- Effectiveness of Evasion
- Skills - Locks and Traps, and Stealth
- Adept Skills - Countercast
Constitution (CON)
Constitution is your character's physical durability and endurance. Constitution is very important for Fighters who engage in melee, but all characters can benefit greatly from a small investment into Constitution.
Constitution affects:
- Maximum Hit Points and Wound Points
- Fortitude Save Throws - used to avoid harm from things like poison and disease
- Maximum Armor Weight
- Total Carrying Capacity
- Adept Skills: Concentration
Intelligence (INT)
Intelligence is your character's mental acuity. Intelligence is important for Adepts who want to be able to cast many different spells and Rogues who are trained in a variety of knowledge-based Skills.
Intelligence affects:
- Maximum Spells per Degree Learnable
- Maximum Spell Complexity
- Skills: Appraisal, History, Husbandry, Literacy, Medicine, Nature, Tactics
- Adept Skills: Spellcraft
Wisdom (WIS)
Wisdom is your character's mental resilience and perceptiveness. Wisdom is important for Adepts who want to get the most out of simpler spells and Rogues who utilize keen senses.
Wisdom affects:
- Spell Potency and Spell Save DC of many spells
- Maximum Degree of Spells channeled from Patrons.
- Will Save Throws - used to avoid harm from things that affect the mind
- Skills - Animism, Perception, Tracking
Charisma (CHA)
Charisma is your character's likeability and expressiveness. Charisma is important for any character who wishes to play the role of a team's Face, but is also essential for any Adept who wants to specialize in mind-affecting spells.
Charisma affects:
- Spell Potency and Spell Save DC of mind-affecting spells such as Illusions and Charms.
- Skills - Influence, Performance
Races
Character Creation Step 2 - Select a Race
Select a race for your character. The possible races are , , , , , and . Based on your selection:
- Copy down any Features associated with your selected race.
- Select a Skill from your selected race's list of skills to receive Training in.
- Optionally choose one Trait available to your selected race and adjust your Ability Modifiers accordingly.
Telon
The Telon are a widespread group of semiaquatic humans who exhibit light builds and inhabit communities primarily around lakes and rivers. The height of Telon can vary broadly from populations who show average heights of 4' all the way up to 5'6", a fact seemingly associated with the size of the body of water which they originate.
Telon-majority societies similarly vary, from simple pastoral communities to grand city states such as the desert city of Umon.
Telon Features
All Telon possess the following feature:
Natural Swimmer : Gain Training in the Swimming Skill, can achieve Mastery in Swimming without a requisite Skill Mastery. : Telon have proportionally long arms, hardy rotator cuffs, and great lung capacity making them excellent swimmers.
Telon Skills
Choose 1: Swimming†, Stealth, Husbandry, Literacy, Medicine, Nature, Animism, Perception
† Selecting Swimming achieves Skill Mastery due to Natural Swimmer.
Telon Traits
Optionally choose one of the following Traits:
Gregarious CHA+1
CON-1
: The Telon are widespread in spite of their smaller size compared to other Human populations
due to a tendency toward large collectivist family units who protect each other.
Instinctive WIS+1
INT-1
: Telon populations along streams and inland lakes are often simple and agrarian focusing on a
harmonious relationship with nature but feature little in the way of organized education.
Lithe DEX+1
STR-1
: Telon are seldom clumsy and have a low center of gravity. When Telon communities field a
militia, they tend to deploy hit-and-run skirmishers who use slings and bows as opposed to
infantry.
Kyma
The Kyma are saltwater-dwelling cousins of the Telon, exhibiting average heights between 5' and 5'8" and powerful, hardy builds. Kyma societies are found almost exclusively in coastal areas, with many Kyma spending a majority of their lives at sea.
With a strong streak of infantry and naval culture, the Kyma have famously constructed and held a number of strongholds against impossible odds under years of grueling siege.
Kyma Features
All Kyma possess the following feature:
Tough : Increase Max Wound Points by 1. : Kyma have thick skin, strong bones, and even the ability to develop blubber, making them notably very difficult to kill.
Kyma Skills
Choose 1: Athletics, Swimming, Locks and Traps, Appraisal, History, Tactics, Influence
Kyma Traits
Optionally choose one of the following Traits:
Bulky STR+1
DEX-1
: Kyma are often very well-muscled, which fits their seafaring lifestyles. They are also often
quite heavy and have thick fingers and hands, making delicate tasks a bit more difficult.
Absorbed INT+1
WIS-1
: Kyma societies have succeeded on their ability to aggregate knowledge from their many ports,
honing their construction techniques especially in shipbuilding. Kyma often have a lot of time to
their thoughts thanks to long months at sea giving them time to study many things.
Stubborn CON+1
CHA-1
: Kyma are often immovable both physically and socially. Many prominent Kyma figures have
elevated spite to an art form, and they are even difficult to ply with alcohol thanks to higher
than average tolerance.
Gaean
Gaeans are a widespread race of tall plains-dwelling humans. They are said to have descended from the "least of giants" and many possess the sturdiness of their forbearers. Gaeans are very intelligent and gregarious, forming societies that span multiple cities.
Throughout history, the few empires that have formed were composed of significant gaean majorities.
Gaean Features
All Gaeans possess the following feature:
Natural Athlete : Gain Training in the Athletics Skill, can achieve Mastery in Athletics without a requisite Skill Mastery. : Gaeans have a long-standing culture of cities competing with each other in athletic events, fostering friendly rivalries and connecting neighbors.
Gaean Skills
Choose 1: Athletics†, Husbandry, History, Medicine, Tactics, Tracking, Influence, Performance
† Selecting Athletics achieves Skill Mastery due to Natural Athlete.
Gaean Traits
Optionally choose one of the following Traits:
Amicable CHA+1
WIS-1
: Gaeans are generally easy to get along with, and are good team players. They can tend to be
a bit gullible however, and are the most likely group of humans to form cults and blindly prop up
despots.
Bookish INT+1
STR-1
: Gaean don't necessarily exhibit the sheer might of their gigantic progenitors, but they make
up for it in ingenuity. Education is actually somewhat common among Gaean cities with nearly
double the average literacy rates of other groups of humans.
Hefty CON+1
DEX-1
: Gaeans do tend to exhibit similar sturdiness to their giant ancestors, but their height also
often makes them top-heavy and comparatively clumsy.
Cyclops
Cyclopes, or more accurately Lesser Cyclopes are one-eyed relatives of the Gaeans. Similarly descended from giants, Cyclopes are taller and stronger than other humans with heights of 7' being rare but not unheard of. While a significantly diminutive form of the original Cyclopes, they live up to their namesake through long traditions of craftsmanship, husbandry, and combat.
Cyclopes are uncommon and relatively long-lived, some growing as old as 200 years. They are found wherever Gaeans are found, living fairly old-fashioned lifestyles.
Cyclops Features
All Cyclopes possess the following feature:
Evil Eye : Learn Evil Eye as a 1st Degree Spell, gain one additional 1st Degree Spell Point. : Cyclopes are well-known for their ability to inflict bad luck on anyone who earns their ire with a piercing glare, a gift they retain from their forbearers.
Cyclops Skills
Choose 1: Appraisal, Husbandry, Nature, Animism, Perception, Tracking, Influence, Performance
Cyclops Traits
Optionally choose one of the following Traits:
Brutish STR+1
INT-1
: Cyclopes are massive, nearly twice the weight of other humans, and are correspondingly
physically powerful. Some groups of Cyclopes see little need to participate in the organized
education of Gaeans as there is always a niche for their great strength.
Hefty CON+1
DEX-1
: Cyclopes do tend to exhibit similar sturdiness to their giant ancestors, but their height
also often makes them top-heavy and comparatively clumsy.
Reserved WIS+1
CHA-1
: Cyclopes are long-lived giving them more experience on average to call upon for insight, but
also sometimes insular, set in their ways, and inflexible. Some tend to avoid forging deep
friendships with non-cyclopes due to the major difference in lifespan making cyclopes seem
standoffish.
Dendrid
The Dendroi are humanoid tree-folk. They can be quite short and quite tall, as little as 4' and as much as 8' if standing fully up-right, but are nearly universally slim and spindly, like a sapling. This is because Dendroi are saplings, sprouted from the seeds of Dryad-inhabited trees that have been sown by Satyrs. Dendroi live their lives across 70-year "seasons" in which they gradually metamorphose between appearing more sapling-like and more satyr/nymph-like, beginning and ending the season in tree form. Their memories don't persist well between seasons so when they emerge, a given dendrid might have a completely different personality.
Dendroi are found in most large forests and usually build their settlements near and around the stumps of gargantuan "elder trees" leftover from a previous era.
Dendrid Features
All Dendroi possess the following features:
Elemental Alignment - Wood : Increase Wood Alignment Power by 1. : Elemental Alignment causes a variety of effects, see (TODO) for more info. : As tree-folk, Dendroi are inseparable from a fundamental alignment to Elemental Wood.
Plant Biology : Only vulnerable to Poison and Diseases that affect plants.
Plant Medicine : Use Husbandry or Nature instead of Medicine to perform Medicine checks on Dendroi.
Aging Immunity : Effects that inflict aging do not harm Dendroi. : Dendroi live for a very long time, rendering most aging effects a harmless drop in the bucket.
Dendroi also possess less-common abilities of Regeneration and Cloning which is not listed here.
Dendrid Skills
Choose 1: Stealth, History, Medicine, Nature, Animism, Tracking, Performance
Dendrid Traits
Optionally choose one of the following Traits:
Delicate CHA+1
STR-1
: Dendroi often exhibit a glamor of beauty and a tendency toward festivity befitting their
Dryad and Satyr "parents". As saplings though, many dendroi have narrow limbs and musculature that
are not especially suited to explosive power, preferring gentle and steady approach
to things.
Flighty DEX+1
INT-1
: Dendroi can have incredibly steady and precise hands and usually are light-footed. Dendroi
can hold very still in a meadow against a tree and become nearly invisible to all but the most
keen observers. One would think these behaviors would lead to the Dendroi having much time to
their thoughts, but Dendroi also have a tendency to think about absolutely nothing for days at a
time much like a tree.
Wizened WIS+1
CON-1
: Dendroi live for a very long time and often have vague recollections of many past seasons
giving them unique perspectives on things. Old as they can be though, Dendroi are still saplings
of the great trees they will eventually become and are thus of light and narrow stature.
Orid
The Oroi are humanoid clay-folk. As a rule, all Oroi are exactly 5' tall and weigh 140 pounds. This is because they are made to exacting precision by the Craftsman, their god. Long ago, a group of Oreades (Mountain Nymphs) desired to live in the mortal world and petitioned the Craftsman to make bodies for them to inhabit. They also asked the Craftsman to make caretakers and assistants for them. The Craftsman agreed and thus the Orid Queens and Oroi were born. Each time a volcano erupts, the Craftsman is firing a great kiln to bake more Oroi who will eventually be unearthed by other Oroi.
Oroi physically resemble painted ceramic urns in humanoid shape, with a broad variety of colors, patterns, and even decorative features like tails and horns. Oroi Queens have similar features and are 10' tall giants, but commonly shrink themselves down to 5'1", an inch higher than their Oroi subjects.
Generally, Oroi live on and in hills and mountains in highly organized and industrious guild-based societies.
Orid Features
All Oroi possess the following features:
Elemental Alignment - Earth : Increase Earth Alignment Power by 1. : Elemental Alignment causes a variety of effects, see (TODO) for more info. : Created from the Living Clay, Oroi are inseparably aligned with Elemental Earth
Artificial Biology : Only vulnerable to Poison and Diseases that affect constructs.
Artificial Medicine : Use Appraisal instead of Medicine to perform Medicine checks on Oroi.
Asphyxiation Resistance : Asphyxiation damage reduced by half and cannot die as a result of asphyxiation, falling unconscious instead.
Sinks in Water : Automatically fail all Swimming checks, sinking to the bottom of any body of water.
Orid Skills
Choose 1: Locks and Traps, Stealth, Appraisal, History, Literacy, Tactics, Perception
Orid Traits
Optionally choose one of the following Traits:
Dense CON+1
INT-1
: Some Oroi are made with very thick skin, leaving less room in the head for sophisticated
thoughts.
Fixated DEX+1
WIS-1
: Many Oroi are incredibly handy, befitting a group created the Craftsman. Some Oroi are so
hyper-focused on their craft at the detriment to their situational awareness.
Headstrong STR+1
CHA-1
: Oroi are strong and hardworking, taking on physically arduous trades. They also have a
tendency to mannerisms that might seem strange to non-oroi, or even oroi outside their
own clan.
Classes
Character Creation Step 3 - Select a Class
Select a class for your character. The possible classes are , , , , , , , , and . Based on your selection:
- Copy down your class' Initial Hit Points and Hit Dice.
- Note any Features your class provides at Level 1.
- Choose a number of Skills determined by your class.
Your character's class heavily influences the role they will play in the party. Each Class is composed of a Primary Class Type and Secondary Class Type. There are three possible Class Types, resulting in nine possible Classes.
The Class' Primary Class Type defines the main role the class fills and Secondary Class Type adds variation. The three Class Types are:
- Fighters: combatants who attack multiple times per round and specialize in fighting styles
- Rogues: skill generalists who handle a broad variety of common adventuring problems
- Adepts: spell casters who use magic to support allies and destroy enemies
Fighter
A pure fighter focuses all development into combat skills, reaching unparalleled durability and lethality with weapons.
- Class Types: Fighter | Fighter
- Initial Hit Points: 10+CON
- Hit Dice: D10
Fighter Skills
Choose 1: Athletics, Swimming, Husbandry, Tactics, Tracking, Influence
Fighter Features
Improved Critical Hit Chance
: Decrease the number required to Critically Hit by 1, this effect can stack.
: By default, a Natural 12 is required to Critically Hit
: Gained at Level 1
Additional Attacks
: Gain an additional Attack per Round.
: Gained at Levels 1, 4 and 8
Combat Specialization
: Increase your Rank in any Fighting Style by 1.
: See for more info.
: Gained at Levels 1, 2, 3, 5, 6, 7, 9 and 10
Ability Modifier Improvement
: Increase one Ability modifier by 1.
: Ability Modifiers may not exceed half your current level rounded up. This limit is increased
by 1 for an Ability boosted by a Racial Trait.
: Gained at Levels 2 through 10
Ranger
Rangers are warriors who round out their combat skills with a number of practical skills useful for things like exploration and diplomacy.
- Class Types: Fighter | Rogue
- Initial Hit Points: 10+CON
- Hit Dice: D10
Ranger Skills
Choose 1: Athletics, Swimming, Husbandry, Tactics, Tracking, Influence
Ranger Features
Improved Critical Hit Chance
: Decrease the number required to Critically Hit by 1, this effect can stack.
: By default, a Natural 12 is required to Critically Hit
: Gained at Level 1
Additional Attacks
: Gain an additional Attack per Round.
: Gained at Levels 1 and 8
Combat Specialization
: Increase your Rank in any Fighting Style by 1.
: See for more info.
: Gained at Levels 1, 3, 5, 7 and 9
New Skill Acquisition
: Gain Training in any new Skill.
: Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing so
would not exceed your Maximum Skill Masteries.
: Gained at Levels 2, 4, 7 and 10
Skill Mastery
: Increase Maximum Skill Masteries by 1.
: Maximum Skill Masteries begin at 0.
: Gained at Levels 3 and 8
Ability Modifier Improvement
: Increase one Ability modifier by 1.
: Ability Modifiers may not exceed half your current level rounded up. This limit is increased
by 1 for an Ability boosted by a Racial Trait.
: Gained at Levels 2 through 10
Knight
Knights are trained combatants typically from monastic orders who augment their martial skill with magic.
- Class Types: Fighter | Adept
- Initial Hit Points: 10+CON
- Hit Dice: D10
Knight Skills
Choose 1: Athletics, Swimming, Husbandry, Tactics, Tracking, Influence
Knight Features
Improved Critical Hit Chance
: Decrease the number required to Critically Hit by 1, this effect can stack.
: By default, a Natural 12 is required to Critically Hit
: Gained at Level 1
Additional Attacks
: Gain an additional Attack per Round.
: Gained at Levels 1 and 8
Combat Specialization
: Increase your Rank in any Fighting Style by 1.
: See for more info.
: Gained at Levels 1, 3, 5, 7 and 9
Secondary Spell Caster
: Become a Secondary Spell Caster. See (TODO) for more info.
: Gained at Level 2
Ability Modifier Improvement
: Increase one Ability modifier by 1.
: Ability Modifiers may not exceed half your current level rounded up. This limit is increased
by 1 for an Ability boosted by a Racial Trait.
: Gained at Levels 2 through 10
Rogue
Not only a jack-of-all-trades but also a master of several, Rogues are essential problem-solvers for any group.
- Class Types: Rogue | Rogue
- Initial Hit Points: 6+CON
- Hit Dice: D6
Rogue Skills
Choose any 3 Skills except Counterspell, Concentration, or Spellcraft.
Rogue Features
New Skill Acquisition
: Gain Training in any new Skill.
: Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing so
would not exceed your Maximum Skill Masteries.
: Gained at Levels 2 through 10
Skill Mastery
: Increase Maximum Skill Masteries by 1.
: Maximum Skill Masteries begin at 0.
: Gained at Levels 2, 3, 5, 7, 8 and 10
Ability Modifier Improvement
: Increase one Ability modifier by 1.
: Ability Modifiers may not exceed half your current level rounded up. This limit is increased
by 1 for an Ability boosted by a Racial Trait.
: Gained at Levels 2 through 10
Scout
Scouts are skilled explorers, scholars, and negotiators who can hold their own in a fight.
- Class Types: Rogue | Fighter
- Initial Hit Points: 8+CON
- Hit Dice: D8
Scout Skills
Choose any 3 Skills except Counterspell, Concentration, or Spellcraft.
Scout Features
New Skill Acquisition
: Gain Training in any new Skill.
: Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing
so would not exceed your Maximum Skill Masteries.
: Gained at Levels 3, 5, 6, 8 and 9
Skill Mastery
: Increase Maximum Skill Masteries by 1.
: Maximum Skill Masteries begin at 0.
: Gained at Levels 2, 5, 7 and 10
Additional Attack
: Gain an additional Attack per Round.
: Gained at Level 4
Improved Critical Hit Chance
: Decrease the number required to Critically Hit by 1, this effect can stack.
: By default, a Natural 12 is required to Critically Hit
: Gained at Level 5
Combat Specialization
: Increase your Rank in any Fighting Style by 1.
: See for more info.
: Gained at Levels 2, 6 and 10
Ability Modifier Improvement
: Increase one Ability modifier by 1.
: Ability Modifiers may not exceed half your current level rounded up. This limit is increased
by 1 for an Ability boosted by a Racial Trait.
: Gained at Levels 2 through 10
Seeker
Seekers dabble in many fields with an array of skills suitable for all occasions including some proficiency in arcane and occult arts.
- Class Types: Rogue | Adept
- Initial Hit Points: 6+CON
- Hit Dice: D6
Seeker Skills
Choose any 3 skills.
Seeker Features
New Skill Acquisition
: Gain Training in any new Skill.
: Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing
so would not exceed your Maximum Skill Masteries.
: Gained at Levels 3, 5, 6, 8 and 9
Skill Mastery
: Increase Maximum Skill Masteries by 1.
: Maximum Skill Masteries begin at 0.
: Gained at Levels 2, 5, 7 and 10
Secondary Spell Caster
: Become a Secondary Spell Caster. See (TODO) for more info.
: Gained at Level 2
Ability Modifier Improvement
: Increase one Ability modifier by 1.
: Ability Modifiers may not exceed half your current level rounded up. This limit is increased
by 1 for an Ability boosted by a Racial Trait.
: Gained at Levels 2 through 10
Adept
Adepts are peerless masters of magic. Some choose to study the secrets of the universe for themselves to manifest arcane might, and others channel the occult and divine power of otherworldly patrons.
- Class Types: Adept | Adept
- Initial Hit Points: 6+CON
- Hit Dice: D6
Adept Skills
Choose 1: Appraisal, History, Literacy, Medicine, Performance, Countercast, Concentrate, Spellcraft
Adept Features
Pure Spell Caster
: Become a Pure Spell Caster. See (TODO) for more info.
: Gained at Level 1
Ability Modifier Improvement
: Increase one Ability modifier by 1.
: Ability Modifiers may not exceed half your current level rounded up. This limit is increased
by 1 for an Ability boosted by a Racial Trait.
: Gained at Levels 2 through 10
Cleric
Clerics are adepts, typically of monastic orders, who also train physically to better survive the rigors of frequent battle.
- Class Types: Adept | Fighter
- Initial Hit Points: 8+CON
- Hit Dice: D8
Cleric Skills
Choose 1: Appraisal, History, Literacy, Medicine, Performance, Countercast, Concentrate, Spellcraft
Cleric Features
Primary Spell Caster
: Become a Primary Spell Caster. See (TODO) for more info.
: Gained at Level 1
Additional Attack
: Gain an additional Attack per Round.
: Gained at Level 4
Improved Critical Hit Chance
: Decrease the number required to Critically Hit by 1, this effect can stack.
: By default, a Natural 12 is required to Critically Hit
: Gained at Level 5
Combat Specialization
: Increase your Rank in any Fighting Style by 1.
: See for more info.
: Gained at Levels 2, 6 and 10
Ability Modifier Improvement
: Increase one Ability modifier by 1.
: Ability Modifiers may not exceed half your current level rounded up. This limit is increased
by 1 for an Ability boosted by a Racial Trait.
: Gained at Levels 2 through 10
Magician
Magicians are spell casters who also study practical skills, especially if those skills pertain to specialized methods of casting such as incorporating sleight of hand, creating variants of spells on the fly, and stealing the techniques of others through careful observation.
- Class Types: Adept | Rogue
- Initial Hit Points: 6+CON
- Hit Dice: D6
Magician Skills
Choose 1: Appraisal, History, Literacy, Medicine, Performance, Countercast, Concentrate, Spellcraft
Magician Features
Primary Spell Caster
: Become a Primary Spell Caster. See (TODO) for more info.
: Gained at Level 1
New Skill Acquisition
: Gain Training in any new Skill.
: Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing
so would not exceed your Maximum Skill Masteries.
: Gained at Levels 2, 4, 7 and 10
Skill Mastery
: Increase Maximum Skill Masteries by 1.
: Maximum Skill Masteries begin at 0.
: Gained at Levels 3 and 8
Combat Specialization
Character Creation Step 3a - Assign Combat Specializations
If your character is a , , or , use your Combat Specialization to achieve Rank 1 in any Fighting Style.
Combat Specializations increase a fighter's Rank in a specific Fighting Style which grants them special attacks and other perks.
There are three main Fighting Styles: , , and which all have 6 ranks. There are four additional single-rank Fighting Styles: , , , and .
Any class with Fighter as its primary and/or secondary class type will accumulate Combat Specializations as they level up. Pure Fighters eventually earn 8, Primary Fighters gain 5, and Secondary Fighters max out at 3 by Level 10.
Defensive
Combatants trained in this style emphasize durability, superior initiative, and control of the positions of themselves and their opponents in battle. The Defensive Fighting style relies on the use of shields for Evasion, melee weapons, and throwing weapons.
Defensive Rank I
Special Attack - Engage : Requires a melee or throwing weapon. : Close into melee with an opponent and attack. Using superior engagement techniques, you are both Fast this round and gain Evasion
Special Attack - Protect Ally : Requires a shield : An ally gains Evasion during the next round as though that ally were equipped with your shield and possessed your STR modifier as long as that ally is adjacent to you.
Defensive Rank II
Special Attack - Disengage : Costs 2 basic attacks, requires a melee or throwing weapon. : Perform an attack while disengaging with an opponent in melee. Provided there is space for you to separate to, you gain Evasion this round and will end the round outside of melee.
Defensive Rank III
Special Attack - Counterattack : Costs all basic attacks. Requires a melee weapon. : Gain Evasion : If initiative is won - each time an opponent attacks you in melee while Evasion applies, perform an attack on that opponent first. : If initiative is lost - each time an opponent misses you in melee and Evasion applied to that attack, perform an attack on that opponent.
Defensive Rank IV
Special Attack - Catch : Costs 2 basic attacks. Requires a melee or throwing weapon. : If any opponent attempts or will attempt to break from melee this round, you become Fast. : If initiative is won - attack the opponent that is attempting to flee with Advantage. If your attack hits, that opponent cannot move for this rest of the round. : If initiative is lost - close to engage or throw a weapon at an opponent that fled if able. If your attack hits, that opponent is Slow for the next round. : If no opponent attempts to break from melee this round, perform a single basic attack instead.
Increased Weapon Resistance : Increase your Weapon Resistance level by 1. This effect can stack. : Weapon resistance cuts weapon damage by half unless that weapon has a Honed level of equal or higher value.
Improved Critical Hit Chance : Decrease the number required to Critically Hit by 1, this effect can stack. : By default, a Natural 12 is required to Critically Hit
Defensive Rank V
Special Attack - Mighty Block : Costs 2 basic attacks, requires a shield : Gain Evasion. In addition to other Evasion benefits, you take half damage from all sources that require a Reflex Save and you take no additional damage from Critical Hits.
Defensive Rank VI
Increased Weapon Resistance : Increase your Weapon Resistance level by 1. This effect can stack. : Weapon resistance cuts weapon damage by half unless that weapon has a Honed level of equal or higher value.
Increased Weapon Immunity : Increase your Weapon Immunity level by 1. This effect can stack. : Weapon Immunity negates all weapon damage unless that weapon has a Honed level of equal or higher value.
Increased Evasion : Evasion applies to 3 additional attacks.
Offensive
Practitioners of the offensive fighting style favor two-handed melee and thrown weapons. These warriors focus on brute force and critical hits, aiming to end battles concisely.
Offensive Rank I
Special Attack - Quick Strike : Costs 2 basic attacks, requires a melee or thrown weapon : Perform an attack, you are Fast this round
Improved Critical Hits : All damage dice for your Critical Hits with Two-Handed melee weapons are rolled with Advantage.
Offensive Rank II
Special Attack - Breach : Costs all basic attacks, requires a melee or thrown weapon : Perform an attack, if your opponent presently has Evasion you attack with Advantage. If you miss, your attack counts as 3 attacks against your opponent's attacks evaded. If you hit, your opponent loses Evasion and cannot Evade next round.
Offensive Rank III
Special Attack - Cleave : Costs all basic attacks, requires a two-handed melee weapon : Perform an attack against each adjacent creature, friend or foe, in an arc centered around you whose size is at least 90 degrees and at most 360 degrees.
Offensive Rank IV
Special Attack - Knockdown : Costs 2 basic attacks, requires a two-handed melee weapon : Perform an attack on an opponent. If your attack hits, that opponent must succeed a DC 7+STR Reflex save or fall prone.
Improved Critical Hit Chance : Decrease the number required to Critically Hit by 1, this effect can stack. : By default, a Natural 12 is required to Critically Hit
Offensive Rank V
Special Attack - Power Attack : Costs 2 basic attacks, requires a two-handed melee weapon : Perform an attack, this attack deals one additional damage dice, critically hits on a number 1 lower, and fumbles on a number 1 higher than normal. : By default, a Natural 2 is required to Fumble and a Natural 12 is required to Critically Hit
Increased Weapon Honing : Increase your equipped melee weapon's Honed level by 1. This effect can stack. : Honed weapons ignore Weapon Resistance and Weapon Immunity levels of equal or lesser value.
Offensive Rank VI
Special Attack - Precision Strike : Costs 2 basic attacks, requires a melee or thrown weapon : Perform an attack with Advantage.
Vorpal Critical Hits : Opponents critically hit by your two-handed weapon attacks must pass a DC 7+STR Reflex Save or else suffer 1 Wound.
Archery
Archers practice tirelessly with bows and slings, increasing their accuracy at all ranges and laying down an oppressive hail of projectiles to shake the morale of their opponents.
Archery Rank I
Special Attack - Volley : Costs 2 basic attacks, requires a fired weapon or thrown weapon : Perform 3 attacks. Each attack counts as 2 attacks against Evasion. You may either target an isolated opponent or a group. : If the target is isolated, you attack at Disadvantage : If the target is a group, each attack is performed against a random member in the group
Accurate at Medium Range : Your ranged attacks are accurate at medium range. : Medium range is any distance that requires a dash to close into melee in a single round
Archery Rank II
Special Attack - Interrupting Shot : Costs 2 basic attacks, requires a fired or thrown weapon : If any opponent is performing or about to perform an action that is interruptible, you become Fast. : If initiative is won - attack an interruptible target with Advantage. If you hit, that target has Disadvantage on their Concentration check vs Interruption. : If initiative is lost - perform a single attack against a valid target.
Archery Rank III
Special Attack - Called Shot : Costs 2 basic attacks, requires a fired or thrown weapon : Attack a precise spot such as a small object or a specific body part of an opponent. Opponents hit by this attack must pass a DC 7+DEX Reflex Check or else suffer an additional effect based on the body part hit. The additional effect persists until the target receives healing. : Chest or Head - deal one additional damage dice : Arm - target suffers -1 to hit : Leg - target cannot dash and suffers -1 to AC
Archery Rank IV
Improved Volley : Volley now only costs 1 basic attack to use.
Improved Critical Hit Chance : Decrease the number required to Critically Hit by 1, this effect can stack. : By default, a Natural 12 is required to Critically Hit
Accurate at Reach Range : Your ranged attacks are accurate at reach range. : Reach range is a melee distance reachable by pole weapons
Archery Rank V
Special Attack - Kill Shot : Costs 3 basic attacks, requires a fired weapon : Perform a specialized called shot at an opponent's vitals. This attack critically hits on a number 2 lower than normal. Opponents critically hit by this attack must pass a DC 7+DEX Reflex Save or else suffer 1d2 Wounds.
Archery Rank VI
Special Attack - Precision Shot : Costs 2 basic attacks, requires a fired weapon : Perform an attack with Advantage.
Accurate at Long Range : Your ranged attacks are accurate at long range. : Long range is a visible distance that cannot be closed within a single round via dash
Increased Weapon Honing : Increase your equipped fired weapon's Honed level by 1. This effect can stack. : Honed weapons ignore Weapon Resistance and Weapon Immunity levels of equal or lesser value.
Artillery
Every military needs a few trained siege engineers to operate ruinously effective weapons like scorpions, catapults, siege towers, and even just ladders to breach fortifications.
Artillery Rank I
Use Siege Weaponry : You know how to operate and assemble siege equipment.
Assassination
Those trained in assassination know how to efficiently kill, ending battles before they even start. Training in Stealth is essential.
Assassination Rank I
Special Attack - Sap : Costs all basic attacks, requires a light melee weapon, must be behind an unaware target : Perform an attack with Advantage. This attack deals an additional damage dice and an opponent hit by this attack must pass a DC 7+DEX Reflex Save or else suffer 1 wound, 2 on a critical hit.
Improved Sap : Requires Mastery in the Stealth or Medicine Skill : Sap gains yet another damage dice, its Reflex Save DC is increased by 2, and instead inflicts 1d2 Wounds, 2d2 on a critical hit.
Mounted Combat
Fighting while mounted is no trivial task but those who can are an excellent asset on the battlefield, riding camels and horses to flank or even elephants to trample through lines of infantry.
Mounted Combat Rank I
Fight while Mounted : You know how to fight while mounted and can perform Special Attacks provided by your mount.
Venom
The use of poison is both feared and reviled for its horrific potency. It is especially dangerous to use if one doesn't know what they are doing, thus specific training is necessary to safely apply poison to weapons as venom.
Venom Rank I
Special Attack - Attack with Venom : Costs the lesser of 2 or all basic attacks, requires 1 dose of Venom on-hand and a non-bludgeoning weapon : Apply a dose of venom whose DC is 7 or lower to a weapon and perform a basic attack with it.
Improved Venom : Requires Mastery in the Nature Skill : You can apply venom of any DC when using Attack with Venom